
The world has been thrown into chaos by an ancient evil from another dimension. As one of the last remnants of humanity, you must set out alone or alongside up to two other survivors to face down hordes of deadly enemies to try to carve a foothold, rebuild, and retake what was lost.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 3.57/day in the week to Aug 8 → 12.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $39.99 | 57.4Kreviews | 84% | — | $38.3M |
| $49.99 | 19.8Kratings | 85% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
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Reviews
Themes across 1048 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Remnant: From the Ashes This game is great for €25 or less (including the DLCs), in my opinion. The gameplay feels great, the shooting is fun, and the first four hours were awesome for me and my buddies. Story? There is a story, I guess, but we didn't really pay attention to it. The world and enemy design look outstanding, and the atmosphere is perfect. Full stop. That's where I stop praising the game. The first thing that took us out of the game was the procedurally generated map design in the first world, Earth. We were already pretty confused because everything looked so similar. We went into a crashed subway, cleared it out, came back outside, and suddenly we were standing in front of what looked like the exact same building we entered from. We checked the map and thought, "Okay, this is a new area, right?" We went back into the subway and were like, "Yeah, that's definitely the way out." We didn't think much of it at the time. We kept exploring, killed the boss, and finished the first world. Almost everyone who covered this game bragged about its replayability and the variety of levels it has to offer. What a bunch of ♥♥♥♥♥♥♥♥♥. Anyway, I continued playing solo afterward, and that's when I started noticing a lot of negative things that wouldn't leave my mind. The more I played, the more I started hating the game. Let's start with progression. It's kind of worthless. I upgraded my weapons and armor, but it felt insignificant. Equipment drops are determined by the world's "seed," meaning what appears is predetermined. Of course, you don't know that because it's labeled as a "random drop" on most wikis. So anyway, I found two rings. One increased my ammo reserves, which sounded pretty good. What I didn't realize was that I'd still be wearing that ring by the end of the game because most alternatives were terrible. Honestly, it's one of the best rings in the game. The second ring increased damage by 15% but made you take 300% more damage. What kind of balance is that? I died from the smallest sneeze and still didn't deal enough damage to justify it. Whatever, let's keep moving. The map layouts are ALWAYS THE SAME. In the middle of every map is a locked door that you eventually open from the other side. Wow. Really impressive. No wonder it's called a souls-like—they really outdid themselves. I'm not kidding. On every world, it's the same thing. I'm actually going insane. The game constantly wants to waste your time by forcing you down side routes to fight another boring boss before letting you fight the actual world boss. It became exhausting. As I already mentioned, the enemy design is great, but getting swarmed every few minutes is just tedious. If you try to sprint through areas, you'll get clipped by something and probably die, forcing you to start over. So you're constantly fighting large groups of enemies that aren't particularly interesting to fight. Bosses are great for the most part, but again—what is this obsession with spawning endless mobs during boss fights? Who thought that was a good idea? What else is there to say? Not much. That's basically all the game has to offer. Finish the campaign, restart it with a different seed, and maybe you'll get some better rings, weapons, or armor. Besides farming new rings, weapons, armor, levels, and maybe some achievements, there really isn't much to do. That's kind of insane for a €40 game. There's no deep story to get invested in, and replaying the same levels becomes more tedious than engaging after a few runs. The first DLC added a roguelike Survival Mode. It's okay, but since there are no saves, you either push through until you die or quit early. You're still clearing the same map layouts packed with trash mobs. Some new skins were added, but I couldn't care less about those. The second DLC added another story campaign, which is basically just another world. It can be finished pretty quickly if the game didn't constantly drag things out with tedious enemy spam, puzzles, and overly complicated map layouts. I'll give them one big plus point: the bosses in this DLC were far better than the bosses in the base game. Good stuff. Conclusion This game is really fun when you're playing for an hour or two with friends and just turning your brain off. But here's the thing: I can play the most ♥♥♥♥♥♥♥ slop imaginable with my buddies and still have a great time. We can make anything fun. That's not necessarily the game being good. Solo players not recommended at all. If you have two friends ready to game, grab it on sale and play through it together. It can definitely be fun if you don't think too much about it. For achievement hunters, stay far away from this game—or just download a save.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Russian*, Simplified Chinese, Portuguese - Brazil, Traditional Chinese*languages with full audio support
| $39.99 |
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| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Remnant: From the Ashes es de esos juegos que muchos describen rápidamente como “Dark Souls con pistolas”, pero la realidad es que tiene identidad suficiente para destacar por cuenta propia. Gunfire Games consiguió combinar disparos, RPG y cooperativo en una experiencia bastante entretenida, especialmente cuando se juega acompañado. Visualmente el juego cumple bien, aunque sin llegar a ser algo revolucionario. La ambientación postapocalíptica funciona, los diseños de enemigos tienen personalidad y algunos escenarios logran transmitir bastante tensión. Eso sí, los mapas en general son normales. No son malos, pero tampoco son algo del otro mundo ni especialmente memorables. Cumplen su función para la exploración y el combate, aunque muchas veces se sienten más como pasillos decorados proceduralmente que como lugares realmente impactantes. Donde sí destaca muchísimo es en el gameplay. La mecánica de juego es bastante friendly incluso para personas que normalmente no juegan títulos tipo Souls. Tiene dificultad, sí, pero los controles responden bien, el gunplay es sólido y aprender las mecánicas nunca se siente pesado ni exageradamente complejo. El juego logra ese equilibrio donde morir fastidia, pero también te deja claro que puedes mejorar y seguir avanzando sin sentir que necesitas un doctorado en esquivas perfectas. Las armas se sienten variadas, los mods le dan personalidad al combate y jugar en cooperativo eleva muchísimo la experiencia. Hay peleas donde todo se vuelve caos absoluto entre enemigos, disparos y compañeros cayendo al suelo, y ahí es donde el juego realmente brilla. Muchas de las mejores experiencias salen precisamente de improvisar con amigos mientras todo alrededor intenta matarlos. La dificultad está bastante bien manejada en casi todo el juego. Los jefes presionan, algunos enemigos son agresivos y hay momentos muy intensos, pero rara vez se siente injusto desde el gameplay. El verdadero problema aparece cuando entra en escena el RNG… porque ahí sí empieza el sufrimiento de verdad. La idea de generar eventos y contenido aleatorio suena interesante al inicio, ya que hace que cada partida tenga diferencias. El problema es que, cuando buscas completar el 100%, el RNG se convierte en el peor enemigo del juego. Objetos, eventos, enemigos y ciertas recompensas dependen tanto de la suerte que muchas veces el progreso deja de sentirse divertido y empieza a sentirse como trabajo forzado. Hay momentos donde literalmente pasas más tiempo reiniciando mundos esperando que aparezca algo específico que disfrutando el juego en sí. Y eso termina rompiendo bastante el ritmo. Honestamente, si no fuera por jugarlo con amigos y convertir la frustración en risas, probablemente lo habría dejado mucho antes de terminarlo por completo. Porque Remnant tiene muchísimas cosas buenas: el combate engancha, el cooperativo funciona excelente y la progresión resulta bastante satisfactoria. Pero el RNG exagerado arruina gran parte de la experiencia de completarlo al 100%. Y aun así… se completó. Entre satisfacción y rabia. Satisfacción porque el juego realmente logra momentos muy divertidos y tiene un gameplay bastante bueno. Y rabia porque el camino al 100% depende más de la paciencia contra el azar que de la habilidad del jugador. Remnant: From the Ashes no es perfecto, pero sí es uno de esos juegos que, incluso haciéndote sufrir, logra quedarse en la memoria.
Remnant is a fine game. The core combat and enemy design is decent enough. But just about everything else, enemies, story, and level design are all extremely forgettable. I would only recommend this on a steep sale if you're really bored or need something brainless to play with a friend.
Historia floja- bosses que carecen de originalidad... Combate si estuvo bueno me gusto lo de un juego tipo soulslike con armas metralletas escopetas... Por el descuento que tiene si lo recomiendo como para iniciar en un juego tipo soulslike es muy facil a diferencia de otros, pero para el precio completo no.
Кусок кривого кала
This is one of those cases where you can say "the gameplay carries the entire game." It's a rather curious third-person shooter with co-op playthrough support. There is a story, but it's fairly bare-bones: there's a justification for why the protagonist does what they do in the game, but don't expect any deep revelations. And the story's ending is locked behind a separate paid DLC that is significantly worse than the base game. The best things the game has going for it are a comfortable combat system, responsive controls, and excellent optimization. Character and enemy movement animations are incredibly smooth and natural, something you rarely see not just in AA games, but even in big-budget titles. Unfortunately, there are a few things that, while they don't completely negate the game's merits, do spoil the experience quite a bit: [olist] [*]The dumb difficulty balancing. I first felt this on the first boss, when I was easily handling regular mobs but the giant rat one-shot me. I had to replay areas twice to farm some XP and level up a bit. [*]Just super-slow character progression that demands grinding. Your stats here are governed by traits, which you unlock under certain conditions, and progression is percentage-based. Thing is, the gain from a single progress point is a measly 1.5-3% boost to some stat, like weapon reload speed, and you only get 1-5 points per area. You can get more if you respawn enemies, and the developers clearly counted on that, but this approach didn't spark any enthusiasm in me. I'm sure it feels more fun in co-op, but for me it was just pure grind. [*]Repetitive environments. I know that parts of the maps get shuffled on each playthrough, so every run literally has its own path. However, there just aren't enough variations within a single set of assets. For instance, you can walk past some buildings and a bus, move to another area, and there's the same bus and buildings, just mirrored, followed by a more or less similar intersection. It's disorienting and breaks immersion. This kind of budget-conscious design might be forgivable, but since you have to replay the same areas over and over to grind XP and upgrade materials for weapons, you can't help but notice all their flaws and inconsistencies. [*]The awful DLC Subject 2923, dreadful in both quality and content, where the devs wrapped up the game's story. First, its technical state is poor: the game crashes, and characters' mouths don't move during dialogue. Second, the environments are extremely samey and dragged out. And the bunker area, where you have to play Pac-Man with unkillable enemies, is one of the worst gaming experiences I've had in over two decades. Third, the bosses are completely unfair: they hit in ways that make it nearly impossible to dodge without consequences, and they're tuned so high that you need an excessive amount of grinding to level up. [/olist] Despite its flaws and the bad DLC, I blazed through the game in one go, it really hooked me. After finishing it, I got the impression that people praise the game not because it's super amazing (it's decent, nothing more), but because they invested a ton of time and effort into leveling up, so they're praising their own perseverance rather than the game itself. I don't share the enthusiasm for the game, but it can genuinely deliver an unusual gaming experience.
Игра буквально Dark Souls 2 ,но тебе дали автомат Боссы: они буквально симулятор отстрела крипов с разными вариациями, не скажу что мешает, но разнообразия ситуаций мало. Оружие: Способ получения самих пушек с боссов придумывал шизофреник из Никарагуа где ты сам превращаешься в шиза который спит и видит альтернативные варианты, которые зачастую мало сопоставляются с реальностью (исключаем подсказки из гайдов).Само оружие может и интересно, но в половине случаев если играть на высоком или кошмаре остаётся крайне узкая выборка вооружения которая не превращается в тыкву. Локации: пустые и на 2 прохождение ты уже увидишь все паттерны рандомной генерации, из-за такой скудности иногда вообще не понимаешь ты уже тут был или это просто кусок который местный "режиссёр" тупо впихнул вдогонку. Отдельная дурка это подзагрузки в "данжи", в огромных количествах и совершенно бесполезные, нарративно может это и оправданно, но лучше б сделали бесшовный мир. Его величество Геймплей: буквально единственная причина почему этот обзор считается положительным. Сразу стоит прояснить, что игра проходилась на высоко/кошмарном режиме сложности (о которой позже) с друзьями, ведь игра в соло и в мультиплеере совершенно различаются, как и было ранее заявлено игра почти постоянно вторит своему старшему брату DS 2 в том числе и в его лучшей части в виде билдостроения. Игра позволяет менять стиль игры на ходу почти до второй половины. Было очень приятно видеть билд поддержки в Соулс игре, который можно даже не носить как крест до конца игры, а постоянно менять из-за того, что в игре весь твой билд является в большей степени шмотками. Единственная проблема во всём геймплее - это, сэр, рандом, где ты можешь вообще не получить нового вторичного оружия до конца игры, если тебе выпала ротация боссов, у которых вторички вообще нет в наградах, и ворох подобных проблем, как выпадение исключительно тяжёлой брони в мире, будучи сапом, или градация мировых боссов по сложности, где или лютый кошмар, или самый лёгкий бой. Всё это обусловлено реиграбельностью. Но когда ты в моменте, осознание этого лучше не делает. В любом случае в мультиплеере игра убирает многие огрехи и из плохенькой становиться просто нормальной где и по урону можно недобирать, но друзья помогут ,и орды крипов на боссах становятся не такими душными. Сложность: на самом деле выбор сложности в этой игре именно та причина почему в оригинальных Соулсах её нет. Если на нормальном и высоком игра даёт тебе просто так называемых "гоблинов по экрану погонять" ,то на кошмаре игра без полумер ударяет тебя челюстью по столу, где Энт волшебным образом превращается из первого босса в последнего, а бессмертный король трансформируется в бессмертное тело и миллиард бомжей губок. Как говорилось ранее, игра вообще не знает о такой вещи, как середина. И, как оказывается, весь описанный прикол возможен зачастую на кошмаре в мультиплеере на 3 человека, где на этой сложности броня врагов из-за игроков скалируется нахер до числа Эйлера. По итогу, в соло кошмар не так страшен. Но, спрашивается, зачем он нам такой геймплей за цену в виде одиночества нужен. Итог: я могу эту игру вообще долго могу крыть всем чем можно, но её ядро заставляет тебя почувствовать хоть какое-то удовольствие от этого цирка уродов и убогих ,а это для меня самое главное 6 из 10 ,минус за скромный набор интересных и главное рабочих модификаторов, минус за подзагрузки и сложность и минус за присутствие взрывных бочек только в длс.
Really a nice solo or co-op game, lots of secrets. I recommend it to you.
Добротный коопориентированный соулс лайк, прохождение в одиночку не рекомендую.
Keine Kaufempfehlung für Spieler, die keinen Spaß an frustrierenden Bosskämpfen haben Das Setting von Remnant: From the Ashes hat mich zunächst sehr angesprochen. Die Atmosphäre, die Welt und die Grundidee des Spiels haben viel Potenzial. Leider wurde mein Spielspaß bereits nach kurzer Zeit komplett ausgebremst. Nach gefühlt 20 Minuten Spielzeit steht man bereits vor seinem ersten Bosskampf. Für mich war der Schwierigkeitsanstieg völlig unverhältnismäßig und eher frustrierend als motivierend. Statt Lust auf mehr zu machen, hat das Spiel bei mir den Eindruck hinterlassen, meine Zeit zu verschwenden. Besonders problematisch ist, dass man bei einem Spiel aus dem Jahr 2019 kaum noch auf spontane Online-Unterstützung hoffen kann. Wer das Spiel heute überwiegend solo spielt, könnte an manchen Stellen schnell an seine Grenzen stoßen. Wer anspruchsvolle Bosskämpfe und häufiges Scheitern als Teil des Spielerlebnisses mag, wird das vielleicht anders sehen. Wer jedoch für sein Geld vor allem Spaß, Fortschritt und eine angemessene Lernkurve erwartet, sollte sich vor dem Kauf gut überlegen, ob dieses Spiel das Richtige ist. Mein Fazit: Tolles Setting, aber ein für mich viel zu frustrierender Einstieg. Daher keine Empfehlung
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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